FoonLudum Dare ExplorerLD40 → Pickup

Pickup

By funnboi

View on ldjam.com

CategoryRankScoreCount
Overall2513.5220
Fun1443.6620
Innovation1633.5520
Theme3593.4120
Graphics4792.9120
Mood3713.0020

Comments

formalcloud 2017-12-04 03:51

This is a pretty cool idea. Good job on your compo entry!

benhumphries 2017-12-04 04:06

This is a lot of fun! I love how the colors change the levels. With a little more time this could be great! Maybe with a story like Thomas is Alone, definitely reminds me of that game. Minimalist graphics work well!

dogsquad 2017-12-04 04:25

This game is good! Maybe add a few more mechanics. (If there are a ton than I said this because I only played for about 5 minutes)

sholf 2017-12-04 06:13

Oh wow that's really cool. I love how after picking up the object you have to backtrack the level but with the additional hazard. Seems like to complete it all you either have to be really good at platforming or know which pickups to take first. Really really cool concept. Would've been even better if there are some sounds!

stevenjmiller 2017-12-04 07:01

Great use of the theme, I played through twice to see some of the level variations.

falk-bruskeland 2017-12-04 15:11

Nice concept. I love how fast paced it is (if you try to speedrun), but I think the game is a little bit too easy. There are checkpoints everywhere! And some sounds could've been nice too

moocowsgomoo 2017-12-04 19:34

I really liked the smart checkpoint system, though it is possible to cheat it a bit on the pendulums by dashing through them at full speed. Controls were responsive and it always felt fair, and the antigravity sections in particular were pretty tough. Nice job!

diptoman 2017-12-05 07:20

This is super neat! The idea and theme matches so well - I just wish the actual platforming was less "floaty" to match it. I had a pretty hard time running and jumping (probably because collision checking saying I'm in air when I'm not). There's another suggestion: The camera moves whenever I move the character, which makes for a lot of camera movement. I'd tone that down to move after a certain distance. Besides this though, it stands on its ideas, and great work there!

fiakaiera 2017-12-05 11:07

Alright. **You might want to continue on with this.**

* This is a really cool concept you have! The realization that the more you get, the worse it gets is something really cool in my book, and the doors you get gives you more of a flow of a Megaman style stage selection. So, this gives me incentive to try the harder or easier doors first before choosing straight away. Speedrunners are forced to get the most efficient route out of this and it would be interesting to see, actually. * The theme fits really well and the environment changes based on the number of pills. I know it's as simple as a variable but I bet you can do more crazier stuff with this concept. * I do with you have the option to go back before getting the pill. Might give me a chance to see what's ahead than to blindly go anywhere really. * Smart checkpoint system along with neat transitions! You made it to respawn quick, allowing the incentive to try and try again, just like Super Meat Boy. You could take advantage of that, or add a life system. That is up to you. * You may want to refine the camera. Give it a look ahead to see what's coming than everything in the center. (Something like [view_xview[0] = x + (player.image_xscale * 8)] or similar) Other than that, go with @diptoman's idea too: The camera moves when you move the character and not lag behind. * I am not sure if it's a bug but you could repeatedly dash mid-air. Not sure it's intentional but no need to say cause this could be a function. I just want to point that out. Variable jump height is probably a good idea here so taps are short jumps. * You may also want to either stay minimal or use another graphical style entirely. Minimalism might not take the best if it's action oriented, but that's just me. * I think we can agree: this needs sounds.

**Also, this situation: Only happens if you took the order from left to right, top to bottom.** 2017-12-05_19-03-55.gif

You can't continue on with this. There's no proper way to get down. That's a possible softlock there with only the dev knowing how to solve that and that's bad. Better patch that if you can. Don't worry about me, I did finish it on another run.

Believe it or not, this is the first game I'm writing a critique of while playing it. So, congratulations on that!

nikchernyakov 2017-12-05 18:13

@fiakaiera do you trying do jump? If you jump in this mode you just a fall down

nikchernyakov 2017-12-05 18:18

Funny game with some hard elements. It interesting to watch how levels changes when you start playing from another one door. Cute graphic and needs sound :) But it's a good job!

Also, I find some strange place when the peace of block just appearing and disappearing time by time:

**Here appearing** 2017-12-05_20-45-46 — копия.png

**Here disappearing** 2017-12-05_20-45-16.png

logan 2017-12-05 22:07

Dang, this is a really neat concept! The escalation of hazards is really well-done, and the dash allows for some very tight jumping. I ended up playing through it twice to see how the hazards affect the earlier levels I picked the first time. And I appreciate the frequent checkpoints. It's a great mercy in a game like this.

funnboi 2017-12-07 03:30

Thanks for all the awesome feedback guys, I'm glad you've been enjoying my game! (and the forgiving checkpoints, that's always something I appreciate myself as well as a good precaution when trying to rapidly develop levels)

@diptoman I get what you mean by floaty. If I had a lot of time on my hands I would probably try to tighten up the height/speed of the player in the air, but I feel like what I have works pretty well. Also, I'm surprised the camera movement feels like a lot, I felt like I may have made it too subtle, but that's definitely a suggestion I'll look into!

@fiakaiera Thanks for all the feedback you left! It is intended that you can dash multiple times in the air; the dash ability only really needs to be limited by a cooldown, I felt that adding in a limit per jump may be a bit unnecessary. As for minimalism, when making this game I was mostly comparing it in my head to 140. I really like that game's platforming focus, and think that the style works well there. I plan on maintaining both of these in the future of this game. And yeah, I gotta add sound at this point :P Also, in that gif you shared, you can jump off the ceiling while in antigrav. To be fair, that's something I should probably find some way to make more clear, so thanks for making me consider that!

@nikchernyakov I'm glad you liked it! That block you pictured was supposed to be a timing challenge, like you had to walk/dash into it so you didn't go too far and hit the hazards on either side of that fall, but it ended up not working out super well. Nevertheless, I'm glad I gave it a shot!